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On November 02 2012 00:54 Qube wrote: I love this idea. It looks like a very good system.
However, I'm focused on four things when I decided I would playy SC2 after watching so many pros games: - Hit benchmarks - Improve mechanics - Get to Gold (for now...) - Being solid/consistent with a build
But the thing is... I'm quite confused on how to use this tool. Don't get me wrong, I'm motivated as hell to get better mechanics and stuff, but I just don't understand HOW to use this tool which is kind of sad since I'm already focusing on nailing filter's tutorial, I watched lots of dApollo tutorials but I know what I need the most are mechanics.
Any help is appreciated. Thanks
the main difference with this tool, is that you are supposed to explore different ideas and be as creative as possible, so you come to understand the fundamentals of the game. Feel free to mix and match from different tools though
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Hi JaK , love the system. I just have one question, and I hope that this hasn't been asked already, but i don't know about the tame frame of the system. I can gather that it is a long term thing but, at the current time, I have other activities that are not letting me play starcraft. So is there some sort of reccomended time frame between steps, to where if too much time passes between steps you need to restart. I don't know if anyone has already weighed in on the issue, just wanted to pose the question. I know I get rusty after not playing for a while. My guess would be that it is diferent for each person but I wonder if there is a common amount of time. Maybe it could be put into the spread sheet.
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On November 02 2012 13:34 HEZEKIAH wrote: Hi JaK , love the system. I just have one question, and I hope that this hasn't been asked already, but i don't know about the tame frame of the system. I can gather that it is a long term thing but, at the current time, I have other activities that are not letting me play starcraft. So is there some sort of reccomended time frame between steps, to where if too much time passes between steps you need to restart. I don't know if anyone has already weighed in on the issue, just wanted to pose the question. I know I get rusty after not playing for a while. My guess would be that it is diferent for each person but I wonder if there is a common amount of time. Maybe it could be put into the spread sheet.
If you're coming back from an extended break, I would probably just warm up on the step directly before the one you're on, 2 steps at the most. Once you feel good, go back to the step you were working on previously.
Hope that answered what you were asking.
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On November 03 2012 00:19 JaKaTaK wrote:Show nested quote +On November 02 2012 13:34 HEZEKIAH wrote: Hi JaK , love the system. I just have one question, and I hope that this hasn't been asked already, but i don't know about the tame frame of the system. I can gather that it is a long term thing but, at the current time, I have other activities that are not letting me play starcraft. So is there some sort of reccomended time frame between steps, to where if too much time passes between steps you need to restart. I don't know if anyone has already weighed in on the issue, just wanted to pose the question. I know I get rusty after not playing for a while. My guess would be that it is diferent for each person but I wonder if there is a common amount of time. Maybe it could be put into the spread sheet. If you're coming back from an extended break, I would probably just warm up on the step directly before the one you're on, 2 steps at the most. Once you feel good, go back to the step you were working on previously. Hope that answered what you were asking.
Thanks it did; and I have been using it a bit on 2v2's. Oh, my, zerglings. It was so beautiful.
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In the new HotS ui I can't find the data to calculate the SQ any more. There still is "average unspent resources", but no "average income". Instead there is a new field "Supply Effiency" in percent, but no information how this is calculated. Do you know if there is a relationship between SQ and SupplyEffiency?
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This is heartbreaking to hear. I thought it would be the case that we could still see the average income on a separate tab, but apparently this is not true. SQ is the best metric we have in Sc2 right now, and blizzard is taking it away from us. wtf...
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You can still find average income in replays, I believe. I don't have HotS, so I can't confirm.
EDIT:
On November 04 2012 03:44 Sated wrote:Show nested quote +On November 04 2012 03:42 Antylamon wrote: You might want to report this as a glitch on the BNet forums. Even if it is just using real seconds, that's not the way it should be.
I'm more curious about Supply Efficiency, because it seems that SQ is made invalid unless you view the income tab in the replay. The "Score Summary" tab still contains the data required for the SQ calculation.
From this thread.
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On the "Score Summary" Tab you find only "Resources", not "average income". Maybe you can calculate it with AverageIncome = Resources / GameMinutes.
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Enter in a user name, enter in your data. Make sure you click the buttons (pressing enter does not work).
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Hey Jak! I have been using "The Staircase" and am really enjoying it! I have one concern though: I feel there are not enough benchmarks for the "Micro" Steps. How do you say to yourself: "Yes, I micro'd well enough in those last 3 games. On to the next Step!" Perhaps it is because my mechanics are not super great yet, but I find that on the Micro Steps, I am still tempted to primarily A-Move to victory, because my Macro is so much better than my opponent's. Also, I find that I am not exploring unit Upgrades enough. Eg. Zealot Legs, Blink.
Maybe my Multitasking is still not that good, but I find that I am focusing so much on my Macro that I can't truly micro as much as I would like. And yet, according to present benchmarks, I am qualifying to move on to the next level.
Some ideas:
1) You must complete All "Starcraft Master" Rounds related to the unlocked Unit in the new Level. (This will force us to practice the specific Micro)
2) You must research, and use, one unit upgrade per game. Eg. Burrow, Blink, Spells, etc. (Not including Weapons or Armor upgrades)
Anyone have any other ideas for Quantifiable Benchmarks for the Micro Step?
And thanks for any feedback Jak.
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I think that saying "you must upgrade at least one of every upgrade and one of every building before moving on to the next level" would be sufficient.
I have no idea how to Quantify Micro. I think it has to be up to the individual to set his/her own goals.
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I still have problems to calculate the SQ in HotS. I asked further in the mentioned thread above, but he also just assumed that Collection Rate = Ressources / Time. If I check this formula on the WoL client I find out that it is not accurate and your SQ on HotS is much lower than it would be on WoL if you use the formula.
Edit: From my last Games on the WoL-Client I tried to find out a factor to multiplicate the calculated Collection Rate with. The avarage factor is 1.15, but it is not the same for every game.
+ Show Spoiler + Time Res. Time/Res CollRate Factor 24 30725 1280 1463 1,14 12 08200 0683 0786 1,15 25 30275 1211 1389 1,15 22 23175 1053 1180 1,12 14 13350 0953 1108 1,16 07 03875 0553 0655 1,18 16 15425 0964 1037 1,08 06 01775 0295 0387 1,31 21 29125 1386 1562 1,13 08 04850 0606 0670 1,11 23 36737 1597 1705 1,07
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hmmm, I don't think it is resources / time.
I think it would be resources / time / time. like rate of collection / time. I don't know if that would make things different.
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I just watched the income changing in a replay. 30 minerals were collected across a period of ~2.5 game seconds, from 9 seconds to ~11.5 seconds. The income peaked at 150 when the last worker delivered its minerals. As a result, I think it is simply a measure of resources per minute. I'll test this further with the units lost tab and edit in the results.
EDIT: In WoL, when comparing Resources/Mime to Resouce Collection Rate, the numbers are similar, but they are always a few hundred less than they are supposed to be. I'll try to find a relationship between the differences.
EDIT 2: The difference between the homemade Resource Collection Rate and ingame Resource Collection Rate is usually about the same. The results so far suggest that it is generally around 135.
EDIT 3: I just found an outlier of 194. That same game, workers were pulled near the end of the game in order to win a base race. Other than that, the results average about 140.
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Work in progress, but this is an alternative to http://spendingq.appspot.com/ has been released. The new one is http://spendingq.com/ It isn't quite feature complete but I think it has a better feel and soon will be good enough to replace the appspot completely in the spreadsheet.
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^ Been using this a lot. Well done so far man :D
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Is it just me, or is this more or less a direct copy of FilterSCs method, only that this has a spreadsheet while his is more detailed in the actual builds you use?
Anyways, it's a great method, the basic premise of making your "strategy" as simple as possible to be able to perfect your macro is great and, at least in my experience, the fastest way to improve consistently in SC.
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